Hi Matthias..

Ok.. I hope you dont do so much in other apps that you forget about RS =)

And yeah dig out those olds prjs so the bugs can be found and fixed !

I had a fast look at your Fade issue.. and it seems buggy.
Though materials and rendering is not the area I am good at (if any hehe=)
Here is what I found out..

Yep you only have to move (or scale or anything that change so at least some surface part of the two objects differs) the 2nd sphere a fraction then the entire cross renders... The issue you having (as far as I see) is only happening when ALL surface of the two overlapping objects is exactly in the same space ! (When you use two or more object that is..) So if its a bug showing at that criteria, or it might be an accuracy thing similar to Boolean operations that you shouldnt have exact space of two or more objects, since you get artifacts...(z fighting..=)

Though it dont seem to be only a two object in same space problem..
Do this in your fade prj you attached....
1. Delete the sphere2 level
2. Duplicate the spherical Mapping in the Sphere1 level so you get this..
Sphere1Level
 Sphere
 SphereMap1
 SphereMap2 (Rotate this 90 deg)
(The same problem here, only the effects of the 2nd SphereMap is giving result) 3. Multiselect the two SphereMaps and use the 'Average' map thing on it and you get
Sphere1Level
 Sphere
 Average
   SphereMap1
   SphereMap2 (Rotated 90)
(Now you at least gets the whole cross to render, but not what you want, as its not unified rendered.. its additive illuminated where they overlap and more faded where they dont,.,

Well I am no guru on VSL or materials in general... but those are my first and fast takes on this fade issue =)

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


Hi Stefan,

good idea :-)
Last days I've learned some other 3D apps,
some web-projects have stolen some time, too.
Maybe I should have a look for the old scenes.
Attached is another scene, which seems buggy to me.
"Fade on objects in same space".
Maybe you can confirm it :-?
Then I'll send it to the RS-Team, too.

Matthias
>

Hi Matthias..

Now that you had Vesa's attention and the ability to fix the Field Ev... why dont you give him a prj to show the issues you know about the FE to get it
fixed.. `?
Or have you already done that, but privately to Vesa `?

Its also always good to add each issue into the bugdatabase, then its easier
for others on the beta team, me for example, to test it out if needed to
pinpoint the actual bug(s), so they can easier be found and fixed.

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


Great news :-)
Many thanks.

Is the "field evaluator" fixed in v7, too :-?

Matthias


----- Original Message ----- From: "Vesa Meskanen" <[email protected]>
To: <[email protected]>
Sent: Wednesday, September 30, 2009 9:18 PM
Subject: Re: V7 release date yet?


Hi,

Any news on v7 release date?

We are testing the release candidates:) The expected release date is in
October.

I digged up some quick experiments and demos created during
beta testing - the links are included below.

Best regards,

Vesa



Return of the good old Real3D lathe tool:
http://www.realsoft.com/beta/examples/lathe.htm

Volumetric (Boolean) explosions:
http://www.realsoft.com/beta/examples/explodebb.avi

The new trajectory object capturing simulation-driven motions:
http://www.realsoft.com/beta/examples/explodetraject.avi
http://www.realsoft.com/beta/examples/extraj.avi

V7 includes plenty of new ways to control particles:
http://www.realsoft.com/beta/examples/axial2.avi
http://www.realsoft.com/beta/examples/headmit.avi
http://www.realsoft.com/beta/examples/hyperp.avi
http://www.realsoft.com/beta/examples/noiseburst.avi
http://www.realsoft.com/beta/examples/noisep.avi
http://www.realsoft.com/beta/examples/whirl.avi







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